Ty for your sharings, but here some moments that unclear for me. #1. 7:23. You took Out Color from RAW 3 challes texture (OcclusionRoughMetall) and connected it to Input. 12:23. The Outputs of Roughness and Metallic are Out Alpha, not Out Color. Question: So if I connect textures individually, I should take Out Aplha? #2. 6:50. You checked the Alpha is Luminance box on the multichannel texture. Question: - Does that mean that if I connect Roughness, Metallic and Occlusion separately, I should also check Aplha is Luminance? - Do I need check Alpha is Luminance with EVERY texture that places in RAW (not RGB) Color Space? #3. 7:18. aiMultiply node to merge Base Color with AO. 12:24. multiplyDivide node for that. Any diffirence? #4. 8:05. It would be helpful to note whether you are using an OpenGL or DirectX Normal texture and show how to invert the Y channel in such a case inside Maya.
Hey my friend thanks a lot for your kind words, and thanks for keeping the questions in order, that helps a lot. #1 the outputs are a float value, the reason why we sometimes take it from the alpha is when the texture is output as their own file. in this case since we are combining the 3 black and white maps in a single image we can not use the alpha as it will be combining all those channels. that is why we extract each independent RGB as a float value. So yes if the textures are exported individually it is best to use the alpha and make sure to set it to raw and clikc on alpha is luminance. #2 i made a mistake there out of habit, you dont need to check the box if you are not using alpha. you need to check the alpha is luminance when you are using a black and white image such as with rouhgness, metallic, subsurface mask etc. to make sure that it gets the right information. #3 same stuff, one is native to maya the other to normal #4 most of the times i use OpenGl when working in Maya, buy you can easily switch this in the bump2d node in the Arnold section in case you have the wrong one. Hope this helps!
@@AbeLeal3D eh, my reply seems to have been automatically deleted because of a link posted inside, I'll have to write again :( 8:10. You checked "Alpha is Luminance" for Normal (RAW) map. Did you make another mistake? In the other video the person doesn't tag it, plus I asked ChatGPT and it says the same thing :D Extra info for newbies to #4 If OpenGL = turn off "Flip G Channel" in Arnold tab inside Bump2D node. If DirectX = turn on "Flip G Channel" (G means Green, in some programs it calls Y). If for some reason "Flip R Channel" was turned on, uncheck it.
the diffuse roughness is a little bit more technical but in the model that arnold uses it can be utilized to generate surfaces that reflect the colo in a more matted way. You can see it clearly on the example here: help.autodesk.com/view/ARNOL/ENU/?guid=arnold_user_guide_ac_legacy_standard_ac_legacy_diffuse_html but it is not a channel that is used a lot to be honest, at least not in my experience
Hi I am from Vietnam. I followed your video, but my problem is My wood pillars are made of wood. I only have 4 seperated PNG textures : Base color, Normal, Roughless, Metallic, height. I don't have Emission because I model Wood. My problem is I followed your connecting guide step by step but with just Base Color, Metallic, Normal, I replaced emission with Height. When I assigned the material, My Wooden Pillar turned grey color, I did not see normal map. What did I miss, teacher ? Can you please explane what should I do in order to fix it? And should I change The format from Png into TGA?
Yeah don't connect height to emissive you don't need that. If you don't have an emissive that channel remains empty. Make sure to change the metallic and roguhness to linear to make sure you get the exact same thing as you did in substance
thank you. But can you please tell me more detail about how to change the metallic and roughness to linear , please, I am just a student and new in this major :p @@AbeLeal3D